Author Topic: Bizzare Shader Problem  (Read 5813 times)

A Spork

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Bizzare Shader Problem
« on: June 26, 2010, 08:24:03 pm »
So, here's the deal, this is beyond bizzare, so hopefully one of y'all can help me:
So, There's this Light Strip type shader I'm using all over my map(its the primary light type), and its being weird.
In a bunch of places, it works fine, other places though, it'll look like there's simpl been 1 small point light put at the middle of the shader, which isn't giving off much light, and sometimes it gives off no light.

And yes, I'm using exactly the same shader in each place.

For Example:
This is what it's supposed to look like(The blue lights)


But here, it's doing the half-light thingy(same shader)


And here there's supposed to be the same shader on the edges of the ramp


And here's that room in Radiant



Any help?
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MrFish

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Re: Bizzare Shader Problem
« Reply #1 on: June 26, 2010, 09:10:59 pm »
Try selecting the entire brush and re-applying to texture the the entire thing. I've found that radiant gets confused sometimes when working with shaders. If you make an entire brush caulk or no draw, then set only one side to the shader texture, it sometimes doesn't add the shader property. Just a little something I've noticed.

Also, if that doesn't work, try moving it a single unit of the smallest value away from any brush. It will be small enough so that it won't cast a shadow.

Until someone who actually knows the problem comes along and tells you anyway. Again i'm honestly not sure ^^

A Spork

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Re: Bizzare Shader Problem
« Reply #2 on: June 28, 2010, 08:50:28 pm »
Re-applying the shader didn't do anything....
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A Spork

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Re: Bizzare Shader Problem
« Reply #3 on: July 02, 2010, 05:22:16 pm »
*bump*

Anyone?
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UniqPhoeniX

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Re: Bizzare Shader Problem
« Reply #4 on: July 02, 2010, 05:28:18 pm »
Post the shader and the image files referenced in it?

A Spork

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Re: Bizzare Shader Problem
« Reply #5 on: July 02, 2010, 06:50:57 pm »
Code: [Select]
textures/rapier/u_trlight3_blue
{
qer_editorimage textures/rapier/u_trlight3_blue.jpg
q3map_lightimage textures/rapier/u_trlight3_blue_blend.jpg
surfaceparm nodlight
surfaceparm nomarks
q3map_lightsubdivide 128
q3map_surfacelight 3100
{
map textures/rapier/u_trlight3_blue.jpg
rgbGen identity
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
{
map textures/rapier/u_trlight3_blue_blend.jpg
blendfunc gl_one_minus_dst_color gl_one
rgbGen wave sawtooth 0.9 0.2 0 7
}
}

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Re: Bizzare Shader Problem
« Reply #6 on: July 03, 2010, 07:15:52 am »
Hm. No idea. The name collision between the shader ("textures/rapier/u_trlight3_blue") and the picture it uses ("textures/rapier/u_trlight3_blue.jpg") is probably not causing it to work here and fail over there.

A Spork

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Re: Bizzare Shader Problem
« Reply #7 on: September 12, 2010, 10:56:28 pm »
*bump*

So....Yeah, still having a problem here.......
This is like the only major thing keeping me from a beta release.....
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nubcake

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Re: Bizzare Shader Problem
« Reply #8 on: September 15, 2010, 11:44:13 am »
I have no idea, but in that shader id remove any of the .jpg and change them to tga, dont know if itll make a dif.. also try to make a box map and make some brushes in it with the lights and see if its having the same problem there.. I notice that after a while a map becomes corrupt for no reason at all and you get all sorts of odd glitches...

Xedoh

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Re: Bizzare Shader Problem
« Reply #9 on: September 15, 2010, 12:47:35 pm »
Well there's another solution, which is kinda ugly however: Splitting the brush in many small parts. I had the same problem and solved it like this, but that requires some time, especially if those lightstrips are all around your map. If you do this, consider copying the current brushes and moving them out of the map, so you can use them again if you found a way to fix the bug.
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gimhael

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Re: Bizzare Shader Problem
« Reply #10 on: September 15, 2010, 02:26:50 pm »
You could also try to use a completely blue texture in the q3map_lightimage instead of the blend texture.

Ingar

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Re: Bizzare Shader Problem
« Reply #11 on: September 20, 2010, 10:58:21 am »
So, here's the deal, this is beyond bizzare, so hopefully one of y'all can help me:
So, There's this Light Strip type shader I'm using all over my map(its the primary light type), and its being weird.
In a bunch of places, it works fine, other places though, it'll look like there's simpl been 1 small point light put at the middle of the shader, which isn't giving off much light, and sometimes it gives off no light.

When you make light strips, it looks like q3map2 lights them as if there were a point light in the middle of the strip.
Try cutting long strips into pieces.

Note 1:
Quote from: Shader Manual
q3map_lightsubdivide
(N) For the actual lighting of the world, a surface light is subdivided into many smaller point lights. q3map_lightsubdivide controls the distance, in game units, between those point lights. The default value is 120

Se, you actualy made it worse by setting it to 128 in your shader.

Note 2:
If you already have a shader with the same name somewhere in a pk3 (e.g. an older version of your map)
chances are the compile will by foobar.

A Spork

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Re: Bizzare Shader Problem
« Reply #12 on: September 20, 2010, 03:55:44 pm »
Eh, I just ended up finally replacing it altogether, wasn't worth the pain to have that exact shader....
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